What type of passive ability would you like to see in League?

Over Innsmouth··13 votes·1,829 views

To clarify, the Passive Ability, not a passive that takes up a QWER slot or a passive attached to an active.

There's two ideas off the top of my head.

  1. Reaching a certain (low) threshold of health grants you a massive offensive steroid in exchange for a massive loss of defensive power for a short time.

  2. All abilities and AA's do not interrupt movement commands. Think Vel'Koz's W, but applied to all abilities.

What have you guys got?

93 Comments

Sahn Uzal13 votes

One that prevents a tank from getting melted :v One can dream

Skelenth10 votes

"You can only suffer X% of your max health as damage within Y seconds." Let X scale with your own defenses, so you can't stay squishie and a tank and voila

TequilaZombie2 votes

RIOT HIRE THIS GUY. NOW. I NEED BIGGER LETTERS SO RIOT CAN SEE IT. CAPS IS NOT ENOUGH

Pandemic Punch10 votes

Upon loading into the game, the enemy nexus explodes and you win.

Vistha Kai5 votes

Isn't that Yasuo's another passive people claim he has?

Awesomedude88881 votes

No, his passive is that upon loading into the game, your nexus explodes and you lose.

Vistha Kai8 votes

Right. His passive is that regardless of the team he is on, it's always your Nexus.

JayHog19925 votes

Once thought of a "Revenge" passive.

Where every time an enemy would get a kill, they'd gain a stack of a champion's passive. Up to 10.

For each stack, they'd do 5% less damage against said champion, up to 50%.

The enemy doesn't gain those stacks if they kill the champion with the passive (So feeding won't benefit you).

If the enemy dies to your team mates and you weren't apart of it, they lose half their stacks.

If the enemy dies to you as kill/assist, everyone in your team wins 30 gold per stack, up to 300, but you lose the damage reduction against enemies you've slayed as all their passive stacks are used up.

Basically, this would make the champion made to counter enemy champions that rely on being ahead to win, such as Katarina, yasuo, etc...

TequilaZombie12 votes

I'd absolutely hate to have this in the game. Denying the very reward of being ahead is possibly the most anti fun thing that a game can implement.

JayHog19922 votes

So, either 1 person has fun being ahead and 5 people don't get fun because of that one person...

Or the game gets equally balanced as long as the guy who's ahead avoids the champion with the passive...

I'd rather go for the latter, because the champion would be meant to avoid stomp games all the time.

Besides, the damage reduction only works for the champion with the passive, everyone else is unaffected.

TequilaZombie1 votes

Yeah, let's make all the efforts someone had to be relevant and all the skill it took to get ahead and simply deny all that.

JayHog19922 votes

If it took actual skill, then people wouldn't bitch about them or why his ban rate is high...

Skill implies that only 2 out of 40 can actually do it.

Anidan2 votes

So the one gets ahead, and then has to avoid you, the person who counters when people get ahead because he just outright can't win (barring kit counters) and then punishes them further by giving everyone on the enemy team up to 300 gold because they had the audacity to die near you?

That's actually pretty bad. That means you could build as a bruiser and be the front-liner against that enemy in a teamfight, and since you're at the front and effectively immortal to the people (you didn't specify it affecting only one person at a time, which is important because if they're winning then more than one can get fed) who are probably doing the most damage, they can't really engage - especially if the kit also has hard CC pre-packaged into it.

A champion who counters snowballing is also incredibly niche in the first place, as that means that he relies on the enemy doing well for the greatest value of his kit to shine through, which is a pretty bad proposition to be in as a whole. You effectively just added damage reduction that stacks the further ahead they are, and then paired it with Bounty Hunter's gold-on-death from his ult from DotA2. That's unnecessarily punishing for a game that can't afford to be that punishing to people simply carrying out their role well.

JayHog19922 votes

To be fair, people should learn that if you're ahead, you shouldn't die. Because the enemy wins the shutdown gold and gets ahead.

What the passive does is let PEOPLE analyze their mistakes and not rush in recklessly with their bonus gold. Which tends to be the mistake of every cocky player who gets those 2 kills bot lane then proceed to farm the enemy mid laner.

And the passive is only effective to who has the stacks. The support who gets no kills can still do normal damage compared to that one fed Vayne.

And usually the one taking the debuff is the guy that's MEANT to carry games, which means it also teaches your team to be careful by making them defend the carry properly.

I just made this passive because some people need to learn their common day to day mistakes, instead of spending 500 posts in the forums complaining about bad team mates.

Anidan2 votes

Defend the carry prop- bro, you made the carry just outright 5-50% less effective against you in terms of damage in a way that had no prior interaction with you in the slightest. "Better be careful or I might make the mistake of getting that kill!" Of course it's going to be most effective against the carries of the game, they're the ones that are supposed to be killing you - why are you penalizing them for them doing their job properly and getting kills? It's great that the support will be doing normal damage - because it's not like they're usually a big damage threat past the early game anyway. "Their Vayne is only 50% effective against me, but I'd better watch out for the full brunt of that Braum's fury!"

There are better ways to teach people to rectify their common mistakes than by making yourself an effective deity against them in a way that had no interaction with you at all and making them more valuable to the enemy team than they already are because they're actually doing well. Cocky or not, this passive is a bad idea for League. It's still only effective if the enemy team is ahead, and if they are, then it's ridiculously powerful because you're halving their damage, on top of your own defensive stats, because of a thing they were supposed to do.

This is punishing them for doing well - this is the mistake that Veigar's ult had before. They're doing what they're supposed to be doing, and because of that you're innately more effective against them for no good reason. Except this would be like adding +30-300 gold on kill any time Veigar's ult is the deathblow.

Rito Gums5 votes

I believe your first passive idea is kinda similar to Olaf's

ZT Xperimentor4 votes

Here's one that was done before, but removed for the initial sake of 'strategic diversity'. Gain bonus armor from a percentage of ability power. Bonus points if anyone can name the champion who originally had this.

LankPants2 votes

Bonus points if anyone can name the champion who originally had this.

Xerath in season 1, 2 and early season 3.

Decrit1 votes

Xerath. And honestly it was crap.

ZT Xperimentor4 votes

Couple of things; it was back when only mages where played middle lane with very few exceptions, and 15% of 750 ability power comes out to 112 bonus armor. Like I said, it'd be better now than before.

Decrit1 votes

Still, random stat stacking passives are not cool. At least not for me, i mean.

At least Vladimir and Ryze have some excuses for that, even thought i don' t like them too much.

ZT Xperimentor6 votes

His didn't used to be random; his lore originally was that he was magically imprisoned shortly after ascending, and the metal structure stuck to him was fragments of his cage. It was one of riot's few great gameplay & story integrations, but then they reworked him to be a splice of swain & veigar & ziggs; and later rewrote his lore when azir was added.

Boring doesn't mean nonfunctional nor ineffective though, just look at sion; his rework was one of the better ones by far, but the mundane power is noticeable over time.

Decrit2 votes

Lorewise you could have done much nicer things than having him gain bonus armor honestly. And one of the greatest integrations of gameplay and lore... meh. Mmmmmmmmmmmeh. To each one its own opinion i guess.

ZT Xperimentor3 votes

Rather have the bonus armor than a minuscule mana back on an auto attack, I never had issues with him running out of mana before or after the rework; and I'd wager that such a revert would bring him back into play against most of the assassins middle lane. I appreciated the lore integration, since most of the time it was just flavor text, practically void of any bearing on their gameplay; a bad example would be quin though a good one would be poppy, after her overhaul that is.

Anidan1 votes

Worth mentioning that it wasn't crap just because it was a bland stat increase for increasing another stat, it was also because he was encouraged to stay very, very far away from damage. This meant that the passive wasn't very useful because a properly positioned Xerath wasn't going to be taking much punishment anyway so the extra armor was pointless in most situations. It was like Koggy's passive - only useful when shit's going wrong, and even then you'll wish you had a different passive.

ZT Xperimentor1 votes

That's because he came out in a time where positioning mattered, mobility wasn't everywhere (aside from yi & leesin), so being caught out would be a sluggish death sentance unless allies were close by for coverfire. Xerath's original kit didn't rely on charging up his arcanopulse, but it was a strong delayed aoe, he has a self root that doubled the range of his other abilities for a few seconds, his stun was on a targeted ability but required him to combo for it to work. And his ultimate was both impressive and powerful, but didn't force him to sit still despite having much shorter range; it was limited to his own vision range unless he was rooting himself.

I'd still rather have old xerath than this reworked one, this newer one just looks & plays like a generic mage.

Release xerath . . . wielding spectacular lightning, but not being as artillery-style as ziggs. https://www.youtube.com/watch?v=2v5MmuMJ2qU

After his rework, which I'll remind you was before he was 2 years old at that point; like reworking aurelionsol now days. https://www.youtube.com/watch?v=bZUeckDq2p0

Anidan1 votes

Oh trust me, I'm not saying either version is better or worse inherently, that's for people who play Xerath far more than me to weigh in on, I'm just saying his previous passive was pretty lackluster as well. The extra armor didn't really add much to his kit or playstyle because it didn't help either one. It was something that was great if he took damage, but ultimately pointless because if he took damage then odds are pretty good he was going to die anyway without allies being pretty close to provide peel for the movespeed on his W to help him out of trouble.

Both passives are pretty lackluster, but his first one is for a different reason than the current one, though.

ZT Xperimentor1 votes

He was my turn-to mage before his unnecessary rework, like mordekaiser's & sona's, the rework changed too much for them to be fun to play any more. As I said before lackluster doesn't mean ineffective, most assassins swarming middle lane have been physical, his original passive would help much more now; and I don't have problems with mana on him either, making his modern passive more useless to anyone who can micro-manage mana. It would still be giving more armor than the hourglass, that item is next to worthless on anyone without spamable mobility. I'm just saying I'd rather have the old one back since season 6 has had physical damage dominate most everything thanks to a class-wide buff.

EvilUnicornLord4 votes

Globally deals 0.1 magic damage to everyone on the enemy team per 10 seconds. Not even big enough to be noticed, but you're going to get an assist on every kill.

Jk, that's a terrible passive.

NodaYame1273 votes

{quoted}

Globally deals 0.1 magic damage to everyone on the enemy team per 10 seconds. Not even big enough to be noticed, but you're going to get an assist on every kill.

Jk, that's a terrible passive.

Works with spell effects so you can use DFT item 3151 and item 3116 =D

dragon1xx4 votes

3 HITS 3 PASSIVES BOIS! (Talon plz

Vistha Kai5 votes

And each one of them is about Longswords.

http://i.imgur.com/xHmoczL.jpg?noredirect

Dryditch4 votes

Passive: Forgemaster This champion may purchase complete items for 90% of their actual gold cost. Combining items costs 10% more.

I have no idea why, but I'm really interested in a champ that may be a little weaker in terms of base values, but is rewarded for staying out in lane/jungle for a long enough time to pick up a full item on a back.

AlienPrimate2 votes

I thought of one a while back. All items cost 50% less but provide 50% less stats. Legendary items can be destroyed to permanently gain the item's passive(s).

FakeGravity4 votes

the dead suit you: while dead you can move through wall and provide half the amount of vision, all your spells turn into a single use totem of sacrifice

totem of sacrifice: grants vision permantently of the area, can be destroy but the enemy champion that destroy it will take 10% current health as magic damage

Sona x Rubick3 votes

protects nearby allies against weaker magics,increasing their magic resistance by %.

:^)

Blue Moon Wolf2 votes

after not moving for 5 seconds, gains that item 3341 red silhouette thing (or true vision, whatever sounds more balanced) over a large area (1200 units maybe?). Upon moving, keeps true vision for 2 seconds before all invisible units return to being invisible. invisible wards remain untargetable by this effect, so you can see it but you can't hit it (I think that should balance it out .__.)

SpecterVonBaren2 votes

I designed a geomancer champ that had a passive that increased the duration of their CC by a percentage of their enemy's bonus armor and gained increased tenacity based on a percentage of their bonus armor.

PeaceRibbon2 votes

The passive on my roleplaying OC:

Every time you take an action, you have a small chance to teleport to a nearby location.

The footage would be so amazing. XD

Ýones2 votes

Champion would have an elongated body at around 10 teemos in length, each part of the tail taking damage and being targetable.

l Helios l2 votes

Gooey

Non-minion units who damage this unit with auto-attacks are slowed by X% for X seconds.

Pokemon fans would appreciate this.

zorlox772 votes

This would obviously need to be balanced with the rest of their kit, but here is my idea.

After every ability cast you are momentarily untargetable. It would be like when Shaco uses his ult and temporarily is untargetable.

The champion this is on would have large cooldowns, so they need to choose between dodging spells using theirs, or waiting to use them to do damage. It would add a high skill cap to the champ, and can be outplayed by juking your attacks, or kiting so he has to blow his cool downs to survive your damage.

Astôlfo2 votes

The second one seems potentially too abusable. Basically orbwalking/kiting made even easier/foolproof.

Only Play Darius2 votes

All nearby champions take 1% max HP true damage per second

AlienPrimate2 votes

All true damage is converted into physical or magic damage depending on which resistance is higher.

Zonkman2 votes

Every time you get a kill confetti comes flying out of their dead body and you get a party hat that stacks into more party hats over party hats

The Taco Kat2 votes

My brother recently mentioned a passive on an ADC that would have the bounce mechanic like MF's Q, where every auto would bounce to a target behind the unit hit. It would clearly be broken as all hell, but perhaps making it so it had the bounce on critical strikes or every x autos would make it more fair.

Hell, it could be a passive where it hits the initial target for 100% Total AD, and may bounce to the target behind the champion's auto, dealing 15 + (0%/10%/20%/30%) Total AD (Levels 1/6/11/16). I think it would be really cool to have a champion work like that, as it would be a fairly mechanically demanding champion to be able to adjust your positioning to be able to get the most damage off in a fight.

As I said, really broken, but REALLY damn cool idea.

Side note: Imagine how cool Runaan's would be with that. Up to 6 targets at once, provided they all have a target to bounce to.

FrodoBagginses2 votes

Dying Breath: Upon Reaching 10% HP you mark yourself for death causing you to take an increased 30% damage from all sources. You gain a burst of move speed and deal increased damage to targets. Fleeing from the enemy results in a lethal bleed and slow, if you continue retreat this affect will kill you in 10 seconds. If you get a kill during this time it heals for half of your health.

More from Memes & Games

More by Over Innsmouth